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Author Topic: Skittles  (Read 125634 times)
Kowal
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« Reply #150 on: March 15, 2006, 06:51:29 pm »

While I enjoy vaginas, I myself am not a vagina, and therefore will not be planning on sideboarding.
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« Reply #151 on: March 15, 2006, 08:01:55 pm »

I have won plenty of games where my clamp was destroyed, you have 4-5 ways of getting it back and as long as you hold it in hand until you are ready to go off you are fine.  I am really thinking about cutting brain freeze the thing is never lethal so it essentially does nothing, plus with tendrils and hunting pack in the deck you don't need the third win.

Crap, so like three or four posts go by on the combo deck while I'm not paying attention.  I've updated a lot since I put the first list up.

Brain Freeze I don't ever think was Brain Freeze, believe it or not.  Haha.  It has always been and has stayed Long Term Plans.  My bad.  If you ever hit storm 17, you found tendrils already.  Long Term gets stuff.  Love it with chomatic sphere tricks.  Almost always speeds up that longass turn to get the tendrils; I played this weekend once time was called in the rounf, on turn one and still it got me the win on the last turn.

First up, the land got changed a long time ago.  Bog Wreckage, and those other "comes into play tapped, sac for any color mana" lands from Odessey got taken out (per Simon's suggestion, I think) for the far superior Invasion common cycle, Ancient Spring, Geothermal Crevice, Irrigation Ditch, Sulfer Vent and Tinder Farm.  They are amazing.  And they have the nutty Cloud of Fairies/Snap interaction (though I still don't run snap).  With only 18 lands, and the fact so many come into play tapped, I don't think the ravnica lands are really where it's at.
 
Turnabout is incredible.  Play it.  Uber uber uber good.  Especially with the invasion lands.  Like gamebreaking good.  I cut vendelken engineer for it.  You may have cut this guy already for something like snap.

After testing, and I do think Reaping the Graves is good, I really think No Rest for the Wicked does the same thing for less mana.  And you can drop it, clamp some crap the next turn (not trying to go off), and sack it, just to get some crad advantage, find a land to drop, and have fuel for the next turn to go bonkers.

A while back Reclaim became Eternal Witness.  I shunned her due to double green for a really long time, but I have finally come around on her.

Wild Cantor is a perfect fit for the deck, but he was the only multicolor card in it.  I'm not sure the others are optimal, but the best fits I could find were Selesnia Evangel and Boros Recruit to make the colors right.  I cut Orcish Lumberjack (how often do I have him, a turn to get him active AND a forest?), Raise the Alarm and Harvester Druid.

Pentid Prism is something I tested in my very fist build, but let me ask you what the hell you cut for it?  I mean, I can't think of a single artifact - they are all the best cards in the deck.  Skullclamp?  No.  Ashnod's Altar - insane.  Genesis Chamber?  Helm of Awakening?  No to either.  Myr Moonvessel - aka the best creature in your deck?  No way.  That leaves Myr Retriever, which I am particularly fond of (but could see cutting before the previously mentioned), and Chromatic Sphere.  And I like sphere; I have had plenty of games playing cycling it, recurring it a couple of times and fixing my hand as I lay lands.  Plus Trinket Mage gets it and it does the same thing as the Prism.  I don't know, maybe I should give Pentid another try.

As far as clamp getting eaten, it seems to happen to me every match/tourney.  I just always hold onto a way to get it back even if I am going off; you just always play around it.  Between Argivian Find, Leonin Squire, Treasure Hunter, Myr Retriever, Eternal Witness, and Rootwater Diver, you can usually find a way.

And as far as drawing cards prior to going off, the key is to be patient with with the deck.  Use tutors to find clamp, play clamp, find a way to recurr it (it will get killed), and draw cards with clamp over a few turns (holding back your very best creatures), lay a land every turn, and don't try to go off to early.  Have 5-6 lands in play.  Get an engine in play (genesis chamber + ashnod's altar almost always wins the game, but either of these, helm of awakening or no rest for the wicked will also get you there).  Don't play your ritual effects until the critical turn, or to cast a spell you can't cast otherwise that will set up a win next turn.  Oh, and plan on clamping Myr Moon vessel 3 times in a game.  He wins games.

Stormscape Familiar and the two others that are clampable (green one and black one?) seem like they might be worth testing.  Noble Benefactor I'm not sold on; you have to have a sac outlet for him, and he is symetric, which just begs the guy to grab Orim's Thunder and stop your turn right there.  I mean I usually play really carefully when I think I am going to clamp Veteran Explorer because it COULD get him the land for that instant he MIGHT have in his hand.

Skirge Familiar seems like it would be rough to get out there, but it is possible.  I remember testing Bog Witch and some point and not likin her, but she taps to do her thing.

A card that has hopped in and out of my deck over time is Metamorphasis - it's a single use Food Chain for G.  Good sac outlet.

I am really trying to fit Lim-Dul's vault but am having trouble making the colors work.  Diabolic Vision is just myeh.  Plus I don't know what black card to cut - basically you need tendrils, all of the ritual effects, the diabolic tutor and no rest for the wicked is just freaking nuts.  For the blue, I'd likely cut rootwater diver next.

If anyone has suggestions on ways to get wild cantor and lim-dul's vault in there with good cards/colors I'd love to hear it.

Whatever.  The list I played at the tourney this past weekend was:

Green:
Veteran Explorer
Eternal Witness
Channel the Suns
Tinder Wall
Sakura Tribe Elder
Quirion Sentinal

Black:
Culling the Weak
Cabal Ritual
Songs of the Damned
Dark Ritual
Diabolic Tutor
Tendrils of Agony
No Rest for the Wicked

Red:
Seething Song
Imperial Recruiter
Kobold x3
Desperite Ritual

Blue:
Cloud of Fairies
Long Term Plans
Fabricate
Rootwater Diver
Trinket Mage
Impulse
Turnabout

White:
Taj-Nar Swordsmith
Soul Warden
Argivian Find
Treasure Hunter
Leonin Squire
Steelshaper's Gift

Artifact:
Skullclamp
Chromatic Sphere
Ashnd's Altar
Genesis Chamber
Helm of Awakening
Myr Moonvessel
Myr Retriever

Gold:
Boros Recruit
Selesnia Evangel
Wild Cantor

Land:
Forest x2
Mountain x1
Plains x1
Swamp x2
Island x2
Crystal Vein
Gemstone Mine
Terminal Moraine
Ancient Tomb
Archaeological Dig
Mirrodin's Core

Sulfur Vent
Irrigation Ditch
Tinder Farm
Geothermal Crevice
Ancient Spring
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« Reply #152 on: March 15, 2006, 09:19:07 pm »

Is anyone bringing a sideboard for Skittles, or maindecks only?

They're part of the format.  Some people build them.  I would, but I am always too lazy to get around to it at the last moment.  This shouldn't discourage you though.

Sideboards are for ninja boners, say I.
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« Reply #153 on: March 15, 2006, 10:21:20 pm »

Wild Cantor is a perfect fit for the deck, but he was the only multicolor card in it.  I'm not sure the others are optimal, but the best fits I could find were Selesnia Evangel and Boros Recruit to make the colors right.  I cut Orcish Lumberjack (how often do I have him, a turn to get him active AND a forest?), Raise the Alarm and Harvester Druid.

These are the changes you've done since the weekend, since you definitely played Raise the Alarm and Orcish Lumberjack against me.

I failed to implement many of the changes I was meant to make to my deck prior to the weekend, so I haven't yet tested Drift of Phantasms, and somehow Granite Shard had found its way back into my deck, which was nuts against Phil's combo.
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« Reply #154 on: March 15, 2006, 11:07:42 pm »

Wild Cantor is a perfect fit for the deck, but he was the only multicolor card in it.  I'm not sure the others are optimal, but the best fits I could find were Selesnia Evangel and Boros Recruit to make the colors right.  I cut Orcish Lumberjack (how often do I have him, a turn to get him active AND a forest?), Raise the Alarm and Harvester Druid.

These are the changes you've done since the weekend, since you definitely played Raise the Alarm and Orcish Lumberjack against me.

I failed to implement many of the changes I was meant to make to my deck prior to the weekend, so I haven't yet tested Drift of Phantasms, and somehow Granite Shard had found its way back into my deck, which was nuts against Phil's combo.

That is true, the Ravnica cards didn't actually make it in by this weekend; raise the alarm, lumberjack and harvester druid (which you steam blasted away with the lumberjack) were still in there vs evangel, cantor and the boros recruit, but mostly because i couldn't find a recruit and couldn't proxy one.

And you do quite literally mean "found its way into your deck", since it wasn't even supposed to be in there!  Yeah, it kept me from going off that turn I needed to go off or die.  Lucky bastard.  Shard is indeedy good sideboard stuff vs the combo deck.
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« Reply #155 on: March 16, 2006, 10:59:16 am »

yeah no rest for the wicked is better than reaping the graves, I really don't understand the lack of hunting pack in your deck though.  It really steals games if you don't have the gas to tendrils someone out, or if you have no way of finding clamp you can just play 4-5 spells and then play hunting pack to go aggro, its very effective.
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« Reply #156 on: March 16, 2006, 12:00:53 pm »

yeah no rest for the wicked is better than reaping the graves, I really don't understand the lack of hunting pack in your deck though.  It really steals games if you don't have the gas to tendrils someone out, or if you have no way of finding clamp you can just play 4-5 spells and then play hunting pack to go aggro, its very effective.

I just never considered it because it costs 7 mana, two of it green.  It never occured to me, but yeah, all you need is a ritual or two, a kobold, and then you can beat down.  4/4s in this format are nothing to scuff at, especially in multiples.  I'm definitely going to test this out.
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« Reply #157 on: March 16, 2006, 03:03:49 pm »

the double green is sometimes an issue but with chromatic, pentad, spirit guide, veteran explorer, orcish lumberjack, and cloud of faries you can usually plan ahead for it.  One card I've been cosidering is Gae's Balance, it would act as a second channel the suns which is an amazing card, I'm just not sure the land base could support it, and I have no idea what green card I would cut for it.  I also cut the tar-naj swordsmith for seal of cleansing after getting my clamp shut down by faiths fetters one too many times.  Oh and I cut the myr retriever for the pentad.
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« Reply #158 on: March 16, 2006, 06:32:54 pm »

the double green is sometimes an issue but with chromatic, pentad, spirit guide, veteran explorer, orcish lumberjack, and cloud of faries you can usually plan ahead for it.  One card I've been cosidering is Gae's Balance, it would act as a second channel the suns which is an amazing card, I'm just not sure the land base could support it, and I have no idea what green card I would cut for it.  I also cut the tar-naj swordsmith for seal of cleansing after getting my clamp shut down by faiths fetters one too many times.  Oh and I cut the myr retriever for the pentad.

Hmm, G's Balance could be hot, gotta try it out.  Not sure if the basics are there, I know what you mean.  If you put a gun to my head and made me cut a green card (and that's so rough), I'd probably pick Quirion Sentinel?

If you cut Taj-Nar (admittedly the worst tutor for clamp) for Seal of Cleansing, I'd just run Kami of Ancient Law instead.  Unless you are getting hosed by some artifacts, too.  He has good clamp synergy, beats for 2, costs the same, and hell, you probably have more ways to recur him than seal if you need him again later in the game.

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« Reply #159 on: March 17, 2006, 01:24:21 am »

If you put a gun to my head...

It'd only be another hole in your head...
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« Reply #160 on: March 17, 2006, 06:27:50 am »

It's been awhile since I shared my thoughts on some of the decks, but I have been working on a couple of things.

Clamp-Combo:

I tried turning this deck into a combo-deck less based around Skullclamp, but this is still a work in progress.
It did bring up a couple of nice cards however, especially Sprouting Veins!! This card is absolutely sick.
With Kobold and other Cheap cards I often play this turn 3/4 with stormcount 3+.
I didn't like the lands originally used either, and changed them into the Invasion sac lands that sac for two mana of the allied colours.
These lands allow you to combo out in a single turn when you are ready for it.
Clamp still is a part of the deck though, mostly because the only good white cards all interact with it.


LD:

I totally revised my LD deck, and it's better than ever.
Once again I found some new bombs.
Right now I'm using a whole lot of 3cc LD, or 3cc bounce that can hit lands.
Contrary to what other people have been saying I think you can't afford to miss a LD spell on turn 3.
Especially against decks with the bounce lands, resolving a LD spell on turn 3 can often set them back 2 turns.
To back up the 3cc spells I'm using a high amount of draw spells combined with bombs like Capsize (amazing!)


Recursion-Theme:

A lot of aggro-control decks on this thread already featured multiple recursion effects, but no deck really seems to get the full potential out of them, so I build a deck complete based around recursion, sorta like Rec-Sur.
The deck is very promising, but even if it turns out to be nothing it made me look up one of the most broken cards in Skittles: Victimize!!
This card is absolutely sick, especially in combination with Eternal Witness. These 2 cards combined let you return any creature from your graveyard to your hand for 2B.
This deck seems pretty completed so I will list it here:

//NAME: Rec-Sur v1.1
// Artifact
        1 Æther Vial
        1 Wayfarer's Bauble
        1 Etched Oracle (or Mask of Memory)
        1 Fellwar Stone
        1 Crystal Shard
        1 Skullclamp
// Red
        1 Shivan Harvest (sweeet!)
        1 Goblin Settler
        1 Imperial Recruiter
        1 Fire Imp
        1 Flametongue Kavu
        1 Avalanche Riders
// Blue
        1 Ninja of the Deep Hours
        1 Wonder (pretty weak, but sometimes needed)
        1 Drift of Phantasm (get's Witness, Victimize, Aura Shards etc.)
        1 Man-o'-War (pretty weak)
        1 Raven Familiar
        1 Trinket Mage
// Green
        1 Yavimaya Granger (one of the best cards in the deck)
        1 Wall of Blossoms
        1 Sakure-Tribe Scout (with Skullclamp or bounce lands this is amazing)
        1 Eternal Witness
        1 Uktabi Orangutan
// White
        1 Radiant's Dragoons
        1 Devout Witness
        1 Kami of Ancient Law
        1 Monk Idealist
        1 Steelshaper's Gift
// Gold
        1 Hymn of Rebirth (pretty decent)
        1 Aura Shards (absolutely needed)
// Black (need to find room for a Bone Schredder)
        1 Victimize (sick)
        1 Gravedigger
        1 Unearth
        1 Tortured Existence
        1 Phyrexian Reclamation
        1 Ghost-Lit Stalker (win's games against control decks all the time)
// Lands
        1 Wasteland
        1 Gemstone Mine
        1 Gruul Turf
        1 Orzhov Basilica
        1 Golgari Rot Farm
        1 Selesnya Sanctuary
        3 Island
        3 Mountain
        3 Swamp
        2 Plains
        3 Forest
        1 Krosan Verge
        1 Mirrodin's Core
        1 Mishra's Factory
        1 Terrain Generator (A must for control decks!)

The mana-base still needs some work, but the core of the deck is very strong.
Often you win the game by destroying 2 lands a turn while beating with multiple 2/x creatures.


Reanimator:

I also build this very funny Reanimator deck, which actually seems playable
All go check out Deep Spawn right now!!! (It's probably the best creature in the deck)
The key cards in this deck are the Incarnations, more than once I got Anger, Wonder and/or Filth with Buried Alive.
The nice part about this deck is that all colours have good options, white gives a lot of reanimation spells, so that you can use Black for other cards.
And off course this deck also has Victimize!

Koen
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« Reply #161 on: March 17, 2006, 10:29:56 am »

It's been awhile since I shared my thoughts on some of the decks, but I have been working on a couple of things.

Clamp-Combo:

I tried turning this deck into a combo-deck less based around Skullclamp, but this is still a work in progress.
It did bring up a couple of nice cards however, especially Sprouting Veins!! This card is absolutely sick.
With Kobold and other Cheap cards I often play this turn 3/4 with stormcount 3+.


Sprouting Vines, hmmmm.  One of the things I like to do with the deck is take it easy and hit land drops until the critical turn; I could see rattling this off early with great results.


To back up the 3cc spells I'm using a high amount of draw spells combined with bombs like Capsize (amazing!)



How did I forget capsize was legal in this format?  Maybe the double blue kept me away?  This could go in a ton of decks, obviously.


Reanimator:

I also build this very funny Reanimator deck, which actually seems playable
All go check out Deep Spawn right now!!! (It's probably the best creature in the deck)
The key cards in this deck are the Incarnations, more than once I got Anger, Wonder and/or Filth with Buried Alive.
The nice part about this deck is that all colours have good options, white gives a lot of reanimation spells, so that you can use Black for other cards.
And off course this deck also has Victimize!

Koen

I had a reanimator deck way back in the day, but it was really too focused on a single strategy (it was landcyclers, merfolk looters, incarnations and about 5 or 6 reanimate effects).  Sure, you reanimate fat, then it just gets terrored or something.  If yours is trying to do some other stuff, too, it might be better.  But mine was pretty awful.  It did the Buried Alive thing too, but usually for Anger, Wonder and CRASH OF RHINOS!!!!!!!  Who doesn't want to run Crash of Rhinos?  Also, the best reanimate effect in the deck (I thought) was Diabolic Servitude.  I saw Victimize, but never used it, since so much of my build was focused around having my reanimated guys be hasted.  Using that card with Eternal Witness is HAWT though.


I dunno, graveyard recursion is so darn good in this format, it is getting to be a necessity to run some hate in the form of furnace, scrabbling claws, etc.  All the really busted stuff like planar void and ground seal are rare.  Coffin purge?  But that is so narrow.
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« Reply #162 on: March 17, 2006, 01:48:43 pm »

[card]Planar Void[/card] isn't rare. Also, Shred Memory is a RFG card which isn't narrow, and Scrabbling Claws/Phyrexian Furnace at least cycle.
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« Reply #163 on: March 17, 2006, 11:38:47 pm »

I totally revised my LD deck, and it's better than ever.
Once again I found some new bombs.
Right now I'm using a whole lot of 3cc LD, or 3cc bounce that can hit lands.
Contrary to what other people have been saying I think you can't afford to miss a LD spell on turn 3.
Especially against decks with the bounce lands, resolving a LD spell on turn 3 can often set them back 2 turns.
To back up the 3cc spells I'm using a high amount of draw spells combined with bombs like Capsize (amazing!)
Post a list?

So here's my deck in the current incarnation.  I still need to fit in Recoil, and am eyeing Capsize and Hoodwink.  The suggestion has been made for Selesneya Guildmage in place of Watchwolf, and Savage Twister and Blind Hunter are some pretty weak slots.  The deck also needs a few more good creatures to make use of the infy time walks.

Artifact:
Skullclamp
Fellwar Stone
Icy Manipulator
Ark of Blight
Etched Oracle
Wayfarer's Bauble

Black:
Stream of Acid
Befoul
Twisted Abomination
Nightscape Battlemage

Green:
Reap and Sow
Thornscape Battlemage
Eternal Witness
Civic Wayfinder

Red:
Ravaging Horde
Avalanche Riders
Ogre Arsonist
Goblin Settler

Blue:
Remand
Steamcore Weird
Annex (the mana here is AWFUL)
Memory Lapse
Exclude

White: (this color was weak for me)
Benalish Emissary
Swords to Plowshares
Dismantling Blow
Orim's Thunder
Faith's Fetters (new)

Gold:
Temporal Spring
Blind Hunter
Plague Spores
Watchwolf
Recoil
Fumarole
Savage Twister
Frenzied Tilling

Land:
Selesnya Sanctuary
Snow-Covered Forest
Gruul Turf
Pinecrest Ridge
Snow-Covered Swamp
Plains
Ancient Tomb
Swamp
Mirrodin's Core
Waterveil Cavern
Gemstone Mine
Orzhov Basilica
Wasteland
Island
Snow-Covered Island
Boros Garrison
Snow-Covered Plains
Snow-Covered Mountain
Golgari Rot Farm
Dimir Aqueduct
Lantern-Lit Graveyard
Forest
Mountain
Izzet Boilerworks
« Last Edit: March 20, 2006, 01:09:44 am by Anusien » Logged

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« Reply #164 on: March 20, 2006, 04:10:42 pm »

One thought I had was that you could do a swap like this:
-Watchwolf/Guildmage
-Savage Twister
-Blind Hunter

+Kodama's Reach/Harrow/other green card
+some white card (kami of ancient law?)
+some black/red card (army ants?)

I think you're just better off not splitting your green into additional cards like that. Spring and Tilling are enough G/x cards for one deck. Adding another white card isn't amazing, but maybe you'll be able to do something interesting in W/U after Dissension comes out.
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« Reply #165 on: March 20, 2006, 04:50:29 pm »

So what was the deal with skittles at Richmond?

How many brought decks?  How many games or a tourney got played?  What was the savage broken stuff?  I'm just curious as to how it went, since I didn't get to go.
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« Reply #166 on: March 20, 2006, 05:13:34 pm »

Anusien, what about Aven Fogbringer? That seems like it would be really really good in your build.

Phil: There wasn't an actual event, but a lot of side games did get played. My deck faired pretty well against Doug's honden control, losing a game to terrible, terrible play mistakes by me, and another to a mulligan into what ended up being the wrong colors of mana, but winning several by killing all his stuff and just controlling the board.

I did better against Reb's Aura/fat beatdown deck, although the only game I remember with any clarity is the one where he got both Cloaks (armadillo and moldervine) on a guy early on. I eventually won, but I had to do a lot of careful play with Haunted Crossroads, Radiant's Dragoons, and Thunderscape Battlemage to get there. I'm pretty sure I won a different game very convincingly, and lost another to a timely wasteland.

My games against Anusien's LD/tempo list were also very interesting, and there does seem to be a lot of potential in tempo-based land destruction, but I was often able to get out enough mana to overpower him. I did lose one game after he Remanded my Trinket Mage and then killed the island, stranding Mage, Ray of Command, and Clutch of the Undercity in my hand for the rest of the game. The game where I turned the tables on him with Wasteland and Avalanche Riders was particularly amusing.

Overall, I learned a ton about my deck, and now I can streamline it a lot. Cute cards like Skyknight Legionnaire and Shambling Shell are gone, and my manabase has been slightly adjusted. I cut Boros Garrison because of all the hate for the guild lands, and I added a Faerie Conclave because I was very slightly short on blue mana. Nightmare Void and Aura Shards are now main, although I'm still trying to figure out what my last blue card and red card are.
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« Reply #167 on: March 20, 2006, 05:28:33 pm »

Aven Fogbringer just made the list after I posted, because despite having 2 basics and 2 bouncelands (UR and UB) and one deplete land (UB) + 2 5color lands, it was stranded a number of times and never actually cast.

Rich and I were considering Orcish Settlers, but I ended up not going with them because they won't ever stick around to be relevant.  I can't imagine Army Ants doing so either.

RB: Lava Zombie, Razing Snidd (!)

I'm trying -Watchwolf, -Blind Hunter, -Savage Twister, +Razing Snidd, +Kodama's Reach, +Nagao, Bound by Honor, -Recoi, +Moroii, -Steamcore Weird, +HOODWINK
« Last Edit: March 20, 2006, 05:41:21 pm by Anusien » Logged

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« Reply #168 on: March 20, 2006, 10:49:05 pm »

Heh, I TOLD you Hookwink was badass.
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« Reply #169 on: March 21, 2006, 02:26:48 am »

I haven't actually played it yet, but it seems awesome, and it lets me play Moroii as well, and that card is frekaing unstoppable in Skittles.  Only Fetters and StP can deal with it reliably.
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« Reply #170 on: March 21, 2006, 08:00:43 am »

And FTK.  And OMFG PSIONIC BLAST GG.
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« Reply #171 on: March 21, 2006, 08:33:11 am »

And Sunscape Battlemage. And Infused Arrows. And Drift of Phantasms. And, um, another Moroii.

4/4 flyer for 2UB is still totally insane, though. If you run at least 6-10 creatures, you probably want a Moroii.
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« Reply #172 on: March 22, 2006, 07:02:44 pm »

Jacob also met his demise at the hands of CAPTAIN'S MANEUVER! That card is ridiculous if you've got the mana to power it up, and my deck is nothing if not mana production. I also used Illuminate several times as creature removal + Draw-7 and that was pretty smokin'.
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« Reply #173 on: April 06, 2006, 10:55:15 am »

Oh, man, Ravnica block.....

I love it for skittles the way I loved Fifth Dawn with sunburst, but man, now they have to make things all complicated.

A while ago it was found out there will be 10 multicolor split cards in Dissension, the first of which to be leaked can be found here:  http://forums.mtgsalvation.com/attachment.php?attachmentid=20020&d=1143700619.  I was pretty excited when I saw this, but hey, it's rare, and who is to say the whole cycle isn't?

But now a new uncommon one has been shown in Inquest magazine, making at least a few of these Skittles legal:  http://forums.mtgsalvation.com/attachment.php?attachmentid=20326&d=1144266842

So the conondrum I see with these guys is the thing that's been brought up before: how to count them in your colors?  For me, well, again, I see three colors on the card, so I tend to think of it as a three color card, just how I see the old split cards as only having two colors.  I mean we can argue about stuff like the dragon charms seperately, but these split cards are obviously a little different from the oodles of other three color cards already out there.

BTW, my bet is to assume the cycle will be done such that you have:

GB    //  BW
RB    //  BU
WR  //   RU
GR   //   RB
BG  //    GU
WG //    GR
BW  //    WR
UW  //    WG
RU  //     UG
WU  //    UB

This way, you have each guild represented twice, each card features two guilds in different expentions, and each pairing across a like color has both a pair of enemy and a pair of ally colors.  I have no idea what the rarity distribution will be, but do you think any will be common at all?  If not, maybe we'll only get a few skittles legal splits to play with.  Sad
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« Reply #174 on: April 06, 2006, 11:05:12 am »

The issue with the new splits, is how to split them.  Did we ever come to a solid conclusion as to how to treat unevenly distributed gold cards?  I mean, for the new one it's white, gree, and blue, but how much of each?  It's not 1/3, 1/3, 1/3, since the white is in both halves.  Is it considered to be .5 White, .25 Blue, .25 Green?  How do we deal with these stupid fractions?
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« Reply #175 on: April 06, 2006, 12:14:35 pm »

I still say that every card should be counted by colors, not mana symbols. That would make these new split cards 1/3, 1/3, 1/3 (allowing for potentially nifty dragon charm combinations), and it means stuff like Congregation at Dawn is 1/2 G and 1/2 W.
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« Reply #176 on: April 06, 2006, 12:37:39 pm »

I still say that every card should be counted by colors, not mana symbols. That would make these new split cards 1/3, 1/3, 1/3 (allowing for potentially nifty dragon charm combinations), and it means stuff like Congregation at Dawn is 1/2 G and 1/2 W.

I, personally, am of the same opinion as you on this for "normal" three color cards like the charms (and stuff like Congregation at Dawn).  And really, it does seem to make the most sense (and simplest) to call the Supply/Demand (great name, BTW) card a GWU card worth a 1/3 of each.  The only thing was that everyone might not agree just due to the point Mr. nightmare brought up - it has white on both sides.  For me, I can let that slide, it just seemed worth bringing up since it wasn't clear cut.

I didn't even realize these split cards would make some of the other charms more playable if that was the case (duh).  That's pretty sweet.  Making a broader variety of cards viable in the format is usually a good thing.

I'm just glad the original, original rumors from months back weren't true - that the split cards would have hybrid colors on each side.  That would have made things pretty confusing.

Tell me though that cards with TWO guild seals on them won't look insanely hot in foil?

Eh well, next block they'll probably print cards that have two rarities or something.  Haha.
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« Reply #177 on: April 06, 2006, 01:00:09 pm »

I still say that every card should be counted by colors, not mana symbols. That would make these new split cards 1/3, 1/3, 1/3 (allowing for potentially nifty dragon charm combinations), and it means stuff like Congregation at Dawn is 1/2 G and 1/2 W.
I'm fine with that, as well.  I wanted to make sure that was the general agreement, though, because the discussion took place before and then just kind of died.

On a gameplay-related note, every game I've played recently, I've had the ability to get Crucible-Strip lock with White Honden, Phyrexian Reclamation, and Avalanche Riders.  This format is crazy.
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« Reply #178 on: April 06, 2006, 01:39:20 pm »

I usually use Crystal Shard or Haunted Crossroads for the Avalanche Riders lock, myself. You haven't really abused it until you start casting the Riders for free off Aether Vial, though. That is some good times.

Also, transmute spells are broken. Seriously.
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« Reply #179 on: April 06, 2006, 01:43:39 pm »

Oh, I've rocked the vial with it as well.  I actually cut Haunted Crossroads from my list, but I agree, transmute is insane.  Particularly the Infiltrator, as he is a dude, and nasty tricks ensue with him and recursion, as well.  Etched Oracle is the best creature in this format.  Clamping him makes me wet myself.  I'd really like to fit some flying fat in though, so I'm considering cutting Lim Dul's Vault for Morii.  I've been particularly underwhelmed with LDV lately.
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